Might be over done but i'm modeling my m4 that i use in the marine corp. so far i have the mag 90% done, foregrip done, and bullet done. ill be updating this thread as much as possible sorry if the renders arent the best, just started using max again, and am still learning subd. This high poly model will be converted normalized and projected onto a low poly with normal map so i can hopefully get it in hl2 or something like that.
*Please Crit Away*
http://i34.tinypic.com/2jeej2r.jpg
Replies
i guess they are private purchase? arent they acutally heavier than the stanags?
looks slick so far, work faster
this stock has been giving me troubles, this is my 3rd subd model so far, any way crits please, if you think you can give me any tips, please leave them here. Sorry it took so long to update, i was on the rifle range qualifying all week.
By the way there is floating geometery at the back where those screws are, this model is over all going to be used for a normal map
I was wondering if you could tell me how you made the waffle magazines? I mean the little extrudes, are they? on the sides... is that what you did to get that waffle look?
heres a pic:
Now if I knew what that meant it'd make sense.
e:// He was faster. And explained it better
||
\/
In modern game art, you first to a high poly with alot of geometri details, and then a low poly where only very important details are still done using geometri. After that you can bake the normals from the high poly down into a normals map, that can be used by the engine to fake detailed models.
http://wiki.polycount.net/Normal_Map
sorry its been so long guys real life took ahold, im going to try and get to the low poly model by thanks giving, ill be releasing this for multiple games if any one is interested
check a real flashhider, the holes arent quite correct.
they´re somehow rectangular, where the should have a slight taperd , oval shape.
then the 2 rivets going along the mfd should be round in the center.
the frontsight is missing the little "rod" between the wings (which is there for aiming )
then the gasblock part (blocky) part right above the barrel, should be more round/bevel at the top.
right now it appears boxy.
acoung might use a backupsight?
the large ring/screw that holds the stocktube shouldnt be attached to the slingplate, but is rather a single piece.
the kac frontgrip also has some flaws, get ref.
other than that, tight model
Why did you model the grip handle with the little details? Wouldn't it be better to leave that work to a texturer? Or are you just showing that YOU CAN model with that really tight detail?
i modeled it on there because it looks good for normal maps : / lol. this is all a test project really so im trying to learn as much as i can, and so far i have learned alot. the worse part so far has been the rail system, i made it one object so it took forever to do. i really need to go to school to learn how to use my tools better. or maybe read up on them! ill be updating more thanks for the comments and critz so far guys!
Also how did you cut such perfect holes in your foregrip? I usually add a ton of geometry to form a punch where I extrude to the other side and then delete faces and merge verts but then I have to go back and delete the polies that helped me make the rough circle extrude. I'm assuming you do it a different way because yours is so smooth. Can you help me out?
Thanks a ton.
Yes i can give you a little insight i actually was perplexed by the rail system too, and i honestly think i did my holes rather in efficiently but ill up load a wire frame of it and upload the .obj so you can play around with it, ill have it up by later tonight, right now im working on the ejection port and dont really want to slow my flow, so say in a few hours ill have the up loaded for you, and sorry if everyone is expecting quicker updates, ive been lazy : ( ill work harder
http://www.mediafire.com/?r1nyjwnzwzt
ill get renders on my progress soon
yeah make sure that you are having your edges flow correctly, i personally think i could have saved some time if i would have made each little rail division by its self but the rails themselves turned out pretty seamless.
Great work man, I'll be interested to see how yours turns out, this thread is a huge motivation for me!
I dunno, I would consider using one pretty good ref.
Anyway, pretty sweet rifle. Looking forward to see a lowpoly and textures for this.
*edit*
ill be gone for today i have a machinegun range i have to go to so i wont be able to share any more updates till thursday, i have a pretty big update to release on the weapon so stay tuned!
Otherwise did you try converting it to an editable poly before turbo smoothing?
Yeah I think it's because the bits are unwelded. I'll try doing that.
Yeah I converted to editable poly, reset xform, tried Meshsmooth and it alwaus looked like that. But I'll try welding.
Fixed spring in the charging handle (t handle)
Updated acog base with proper hole and beveled end
Updated chamber area and ejection port with the brass deflector
Again yes your model is super awesome. I don't see how you get the smoothing so nice, lots of edges I suppose.
i switched to a clay like render because im having troubles rendering the other way, i know this way doesnt do justice to all the detail so ill be working on my renderin skills
awesome material for highres rendering.
i prefer this setup(not my tute)